void CStreamSource::setPos(const NLMISC::CVector& pos)
{
	CAutoMutex<CMutex> autoMutex(m_BufferMutex);

	CSourceCommon::setPos(pos);
	if (hasPhysicalSource())
		getPhysicalSource()->setPos(getVirtualPos());
}
示例#2
0
/* Set the position vector (default: (0,0,0)).
 * 3D mode -> 3D position
 * st mode -> x is the pan value (from left (-1) to right (1)), set y and z to 0
 */
void CSimpleSource::setPos(const NLMISC::CVector& pos)
{
	CSourceCommon::setPos(pos);

	// Set the position
	if (hasPhysicalSource())
	{
		// getPhysicalSource()->setPos(pos);
		getPhysicalSource()->setPos(getVirtualPos());
	}
}
void CStreamSource::play()
{
	nlassert(!_Playing);
	bool play = false;
	CAudioMixerUser *mixer = CAudioMixerUser::instance();
	
	{
		CAutoMutex<CMutex> autoMutex(m_BufferMutex);
		
		//if ((mixer->getListenPosVector() - _Position).sqrnorm() > m_StreamSound->getMaxDistance() * m_StreamSound->getMaxDistance())
		if ((_RelativeMode ? getPos().sqrnorm() : (mixer->getListenPosVector() - getPos()).sqrnorm()) > m_StreamSound->getMaxDistance() * m_StreamSound->getMaxDistance())
		{
			// Source is too far to play
			if (_Spawn)
			{
				if (_SpawnEndCb != NULL)
					_SpawnEndCb(this, _CbUserParam);
				delete this;
			}
			// nldebug("CStreamSource %p : play FAILED !", (CAudioMixerUser::IMixerEvent*)this);
			return;
		}
		
		CAudioMixerUser *mixer = CAudioMixerUser::instance();

		if (!hasPhysicalSource())
			initPhysicalSource();

		if (hasPhysicalSource())
		{
			ISource *pSource = getPhysicalSource();
			nlassert(pSource != NULL);
			
			for (uint i = 0; i < m_NextBuffer; ++i)
				pSource->submitStreamingBuffer(m_Buffers[i]);
			
			// pSource->setPos( _Position, false);
			pSource->setPos(getVirtualPos(), false);
			if (!m_Buffers[0]->isStereo())
			{
				pSource->setMinMaxDistances(m_StreamSound->getMinDistance(), m_StreamSound->getMaxDistance(), false);
				setDirection(_Direction); // because there is a workaround inside
				pSource->setVelocity(_Velocity);
			}
			pSource->setGain(_Gain);
			pSource->setSourceRelativeMode(_RelativeMode);
			// pSource->setLooping(_Looping);
			pSource->setPitch(_Pitch);
			pSource->setAlpha(m_Alpha);
			
			// and play the sound
			play = pSource->play();
			// nldebug("CStreamSource %p : REAL play done", (CAudioMixerUser::IMixerEvent*)this);
		}
		else
		{
			if (_Priority == HighestPri)
			{
				// This sound is not discardable, add it in waiting playlist
				mixer->addSourceWaitingForPlay(this);
				return;
			}
			else
			{
				// No source available, kill.
				if (_Spawn)
				{
					if (_SpawnEndCb != NULL)
						_SpawnEndCb(this, _CbUserParam);					
					delete this;
				}
				return;
			}
		}
		
		if (play)
			CSourceCommon::play();
	}

	nlassert(play);
}
示例#4
0
/// Play
void CSimpleSource::play()
{
	// nldebug("CSimpleSource %p : play", this);

	CAudioMixerUser *mixer = CAudioMixerUser::instance();

	// -- Some test to check if we can play the source

	// Check if sample buffer is available and if the sound source is not too far
	if (_SimpleSound->getBuffer() == 0
		|| !_SimpleSound->getBuffer()->isBufferLoaded()
		//|| (mixer->getListenPosVector() - _Position).sqrnorm() > _SimpleSound->getMaxDistance() * _SimpleSound->getMaxDistance())
		|| (_RelativeMode ? getPos().sqrnorm() : (mixer->getListenPosVector() - getPos()).sqrnorm()) > _SimpleSound->getMaxDistance() * _SimpleSound->getMaxDistance())
	{
		// The sample buffer is not available, don't play (we don't know the length)
		_WaitingForPlay = false;
		if (_Spawn)
		{
			if (_SpawnEndCb != 0)
				_SpawnEndCb(this, _CbUserParam);
			
			delete this;
		}
		// nldebug("CSimpleSource %p : play FAILED !", (CAudioMixerUser::IMixerEvent*)this);
		return;
	}

	// -- Here we can play the source, either in a real track or as a muted source.

	// Try to obtain a track
	if (!hasPhysicalSource())
		initPhysicalSource();

	if (hasPhysicalSource())
	{
		ISource *pSource = getPhysicalSource();
		nlassert(pSource != NULL);

		// ok, we have a track to realy play, fill the data into the track
		pSource->setStaticBuffer(_SimpleSound->getBuffer());
		
		// pSource->setPos( _Position, false);
		pSource->setPos(getVirtualPos(), false);
		if (!_SimpleSound->getBuffer()->isStereo())
		{
			pSource->setMinMaxDistances(_SimpleSound->getMinDistance(), _SimpleSound->getMaxDistance(), false);
			setDirection(_Direction); // because there is a workaround inside
			pSource->setVelocity(_Velocity);
		}
		pSource->setGain(getFinalGain());
		pSource->setSourceRelativeMode(_RelativeMode);
		pSource->setLooping(_Looping);
		pSource->setPitch(_Pitch);
		pSource->setAlpha(_Alpha);
		
		// and play the sound
		bool play = pSource->play();		

#ifdef NL_DEBUG
		nlassert(play);
#else
		if (!play)
			nlwarning("Failed to play physical sound source. This is a serious error");
#endif

		// nldebug("CSimpleSource %p : REAL play done", (CAudioMixerUser::IMixerEvent*)this);
	}
	else
	{
		if (_Priority == HighestPri)
		{
			// This sound is not discardable, add it in waiting playlist
			mixer->addSourceWaitingForPlay(this);
			_WaitingForPlay = true;
			return;
		}
		// there is no available track, just do a 'muted' play
		mixer->addEvent(this, CTime::getLocalTime() + _SimpleSound->getDuration());
		_PlayMuted = true;
		mixer->incPlayingSourceMuted();
		// nldebug("CSimpleSource %p : MUTED play done", (CAudioMixerUser::IMixerEvent*)this);
	}

	CSourceCommon::play();
	_WaitingForPlay = false;
}